Status Updates posted by Major Arlene

thinking about making a map based on the story of Michael Flatley's Feet of Flames. For those who don't know what I'm talking about, it's a 2000's era Riverdance Irish dance show that was an absolutely incredible experience to watch as a kid. I recently re-discovered it and the world that Flatley created was fantastical, dark, and incredible.

Finally got textures from Cry of Fear imported and usable in my project (with permission, of course)! Seeing those textures in a Doom map is beyond surreal, and I'm totally stoked to start work on this!

Sounds a bit unusual, but it's a fascinating topic, definitively it requires something outside of a traditional maps or even usual gameplay to do justice to the ideas you're asking. UDMF seems perfect for this

anyone else get really excited when going to pick out resources that they're using for a new project? I'm starting a new WAD and I'm like a kid in a candy store. "Ooooh, I want this monster, and this monster, and this texture..."

The only thing that sucks is getting everything in the WAD and putting the custom stuff in MAPINFO.

[btw, Bombs Away is on hold for a little bit until school is out, then hopefully I should be done with it by the end of May. It's mostly built, but needs a lot of thing and monster placement. I didn't forget about it, though!]

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Other than some minor brightness fixes and 3D sector stuff, this room is nearly complete! I am not a huge fan of pink but I am loving it in this area. Don't let the girlish color fool you, though- you'll be in for a pretty interesting surprise when you make it here.
Things learned for this room:

1. More advanced usage of 3D sectors
2. Defining variables in ACS (a specific monster, in this case)
3. Using textures more effectively

Finally, got this room done for the most part. Yes, yes, a lot of silver and SHAWN2 but that's the point of this particular room. More fun and color to come!
Lessons learned for this room:
1. 3D floors
2. Dynamic light (types, color, intensity)
3. Use of transparency on middle textures
4. More ACS stuff (hooking multiple linedefs to a single action)

Why Harkonnen? Well, if I was going to use Giger textures, it was only fitting that I name the map after one of his works. From his official website, he's selling a ring named Harkonnen.

Originally, the colors were going to be green, black, gray, brown, and orange. For the most part, I'm keeping these, but replacing green with red. For obvious design reasons, I can't do green and red.

Harkonnen is also the name of a badass rocket launcher wielded by an equally badass chick in the Hellsing Ultimate series. So, I decided to work in the blood-soaked awesomeness of one of my favorite series into my map.
Luckily, I hadn't gotten into too much detailing (actually fell behind and had to re-script some things), so the switch should be fairly easy to work in.

I learned how to write some simple scripts today! Progress! It kinda sucks I have to rework the map I had but I'm still super excited to be part of a community project. It's forcing me to learn how to do things that I always discounted myself from being able to do.